Systems and methods to correlate user behavior patterns within an online game with psychological attributes of users

ABSTRACT

Systems and methods to correlate user behavior patterns within an online game with psychological attributes of users exhibiting the user behavior patterns are disclosed. Exemplary implementations may: store user information associated with the individual users including assignments of the individual users to individual ones of different cohorts of users, wherein the different cohorts are associated with different psychological profiles, where a given psychological profile is defined by multiple psychological parameter values, and the users are assigned to the different cohorts based on the psychological parameter values; obtain performance information that characterizes performances of user behavior patterns by the individual users; and determine correlations between individual ones of the performances of the user behavior patterns and individual ones of the psychological parameters based on the obtained user behavior patterns, the assignments of the users to the cohorts, and commonalities in the psychological profiles of the users within the individual cohorts.

FIELD OF THE DISCLOSURE

The present disclosure relates to systems and methods to correlate userbehavior patterns within an online game with psychological attributes ofusers exhibiting the user behavior patterns.

BACKGROUND

Typically, users of a digital environment are not “classified” (e.g.,into a user type) until after they have begun interacting with thedigital environment and have a large enough sample of use forclassifications and/or predictions about future activities to be madebased on behaviors within the environment. Users sometimes havedifficulty “finding” the activities and/or features on a digitalenvironment that will make them long term, highly engaged users. Evenupon classification based on the behaviors, such classifications basedon the behaviors may not remain accurate over time. Further, existingtechniques fail to understand users psychologically as they interactwithin a digital environment or experience that may consequently allowthe experience to be uniquely adapted to a particular user.

SUMMARY

One aspect of the present disclosure relates to correlating userbehavior patterns within an online game with psychological attributes ofusers exhibiting the user behavior patterns. The users of the onlinegame may be organized into different cohorts based on psychologicalprofiles of the individual users. Such organization may result in usersof similar psychological profiles being assigned to the same cohorts. Insome cases, determination of the psychological profiles of theindividual users may be based on user-provided answers to questionspresented to the users that relate to psychological attributes, userbehavior patterns, and/or other user-provided information within theonline game. The user-provided answers, the user behavior patterns,and/or other user-provided information may be used to determinepsychological parameter values of the individual users for thepsychological attributes. The psychological parameter values of a givenuser may be included in the psychological profile of the given user. Theuser behavior patterns performed within the online game by theindividual users over a period of time may be obtained. A given userbehavior pattern may be correlated with a given psychological parameterbased on the performance of the given user behavior pattern (e.g.,frequency, total performances, etc.) by users assigned to a cohort inwhich users strongly present the given psychological parameter. Suchcorrelations may be used for a variety of purposes within the onlinegame.

One aspect of the present disclosure relates to a system configured tocorrelate user behavior patterns within an online game withpsychological attributes of users exhibiting the user behavior patterns.The system may include one or more hardware processors configured bymachine-readable instructions and electronic storage. Themachine-readable instructions may include one or more instructioncomponents. The instruction components may include one or more ofinformation component, correlation component, and/or other instructioncomponents.

The electronic storage may be configured to store information associatedwith the individual users and/or other information. The informationassociated with the individual users may include user information. Theuser information may include assignments of the individual users toindividual ones of different cohorts of users. The different cohorts maybe associated with different psychological profiles. A givenpsychological profile may be defined by multiple psychological parametervalues. The users may be assigned to the different cohorts based on thepsychological parameter values of the individual users determined basedon stated information provided by the users. By way of non-limitingexample, the user information may include user information for a firstuser that includes an assignment of the first user to a first cohortbased on a first psychological profile of the first user determinedbased on stated information previously provided by the first user. Thepsychological profiles of the users assigned to the first cohort mayindicate strong presentation of a first psychological parameter.

The information component may be configured to obtain performanceinformation that characterizes performances of user behavior patterns bythe individual users within the online game. By way of non-limitingexample, the individual performances of user behavior patterns mayinclude a first performance of a first pattern by the first user andother users assigned to the first cohort.

The correlation component may be configured to determine correlationsbetween individual ones of the performances of the user behaviorpatterns and individual ones of the psychological parameters.Determining the correlations may be based on the obtained user behaviorpatterns, the assignments of the users to the cohorts, and commonalitiesin the psychological profiles of the users within the individualcohorts. As a result, by way of non-limiting example, a firstcorrelation may be determined between the first performance of the firstpattern and the first psychological parameter. The first correlation maybe based on relatively frequent performance of the first performance bythe users assigned to the first cohort and the psychological profiles ofthe users assigned to the first cohort indicating strong presentation ofthe first psychological parameter.

As used herein, the term “obtain” (and derivatives thereof) may includeactive and/or passive retrieval, determination, derivation, transfer,upload, download, submission, and/or exchange of information, and/or anycombination thereof. As used herein, the term “effectuate” (andderivatives thereof) may include active and/or passive causation of anyeffect, both local and remote. As used herein, the term “determine” (andderivatives thereof) may include measure, calculate, compute, estimate,approximate, generate, and/or otherwise derive, and/or any combinationthereof.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of ‘a’, ‘an’,and ‘the’ include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured to correlate user behaviorpatterns within an online game with psychological attributes of usersexhibiting the user behavior patterns, in accordance with one or moreimplementations.

FIG. 2 illustrates a method to correlate user behavior patterns withinan online game with psychological attributes of users exhibiting theuser behavior patterns, in accordance with one or more implementations.

FIG. 3 illustrates an example implementation for correlating userbehavior patterns within an online game with psychological attributes ofusers exhibiting the user behavior patterns, in accordance with one ormore implementations.

FIG. 4 illustrates an example implementation for correlating userbehavior patterns within an online game with psychological attributes ofusers exhibiting the user behavior patterns, in accordance with one ormore implementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 configured to correlate user behaviorpatterns within an online game with psychological attributes of usersexhibiting the user behavior patterns, in accordance with one or moreimplementations. In some implementations, system 100 may include one ormore servers 102, storage 128, and/or other components. Server(s) 102may be configured to communicate with one or more client computingplatforms 104 and/or game server(s) 132 according to a client/serverarchitecture and/or other architectures. Client computing platform(s)104 may be configured to communicate with other client computingplatforms via game server(s) 132 and/or according to a peer-to-peerarchitecture and/or other architectures. Users may access game server(s)132 via client computing platform(s) 104. As used herein, game server(s)132 may refer to an individual (video) game providers, a gaming console,game companies, website developers, user experience companies, and/or acombination thereof. In some implementations, game server(s) 132 may beconfigured to provide and/or host one or more (online) games. As usedherein, “online game” or variations thereof may include a digitalexperience. A digital experience may include one or more of a game(e.g., online via web browser, via desktop application, via mobileapplication, via game console, etc.), a website (e.g., retailers), amobile application, a desktop application, a social network platform, aservice provider (e.g., E-mail provider), and/or other digitalexperiences. Such digital experiences may collect similar informationrelated to its users and provide some of the same interactions orsimilar interactions between individual users, between the individualusers and virtual content, and/or other interactions. Virtual content(or pieces thereof) may include one or more of a player-controlledcharacter, a non-player-controlled character, a task, a quest, anassignment, a mission, a level, a chapter, a mini-game, a virtual item,a virtual resource (e.g., weapon, tool), an in-game power, an in-gameskill, an in-game technology, a user interface component, an image, avideo, and/or other pieces of virtual content. By way of non-limitingexample, virtual items may include one or more of clothing, pets,transportation units (e.g., aircrafts, motor vehicles, watercrafts,etc.), units, buildings, and/or other virtual items.

Game server(s) 132 may configured by machine-readable instructions 116.Machine-readable instructions 116 may include one or more instructioncomponents. The instruction components may include computer programcomponents. The instruction components may include one or more of gamecomponent 108 and/or other instruction components.

Game component 108 may be configured to execute an instance of theonline game and implement the instance of the online game by receivingand executing commands. The commands may be received from the usersthrough client computing platforms 104 associated with the users. Theusers may include a first user, a second user, and one or more otherusers. Execution of the commands may facilitate interactions between theusers and/or content within the online game. Implementing the instanceof the online game may include determining individual view informationfor presentation of the online game to the users on the client computingplatforms. Game component 108 may be configured to present theindividual view information of the online game to the users.

An online game, may be provided via a virtual space, and may include aplurality of resource types and/or maps. An instance of the virtualspace may be executed by computer components to determine views of thevirtual space. The views may then be communicated (e.g., via streaming,via object/position data, and/or other information) from server(s) 102,game server(s) 132, and/or sources to client computing platforms 104 forpresentation to users. The view determined and transmitted to a givenclient computing platform 104 may correspond to a location in thevirtual space (e.g., the location from which the view is taken, thelocation the view depicts, and/or other locations), a zoom ratio, adimensionality of objects, a point-of-view, and/or view parameters. Oneor more of the view parameters may be selectable by the user.

The instance of the virtual space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platform(s) 104)that present the views of the virtual space to a user. The simulatedspace may have a topography, express ongoing real-time interaction byone or more users, and/or include one or more objects positioned withinthe topography that are capable of locomotion within the topography. Insome instances, the topography may be a 2-dimensional topography. Inother instances, the topography may be a 3-dimensional topography. Thetopography may include dimensions of the space, and/or surface featuresof a surface or objects that are “native” to the space. In someinstances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial section of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). The instanceexecuted by the computer components may be synchronous, asynchronous,and/or semi-synchronous.

The above description of the manner in which views of the virtual spaceare provided is not intended to be limiting. The virtual space may beexpressed in a more limited, or richer, manner. For example, viewsdetermined for the virtual space may be selected from a limited set ofgraphics depicting an event in a given place within the virtual space.The views may include additional content (e.g., text, audio, pre-storedvideo content, and/or other content) that describes particulars of thecurrent state of the place, beyond the relatively generic graphics. Forexample, a view may include a generic battle graphic with a textualdescription of the opponents to be confronted. Other expressions ofindividual places within the virtual space are contemplated.

User behavior patterns may include actions performed by the users withinthe virtual space. The actions may include one or more of a purchase, asale, a trade, a selection of a user interface element, time spent on aparticular user interface, time of a session of the online game,engagement with virtual content, communication of the users withparticular users, completion of tasks by the users, uncompletion tasksby the users, failure of tasks by the users, frequent interaction withcontent of the users, formation of alliances by the users, and/or otheractions performed by the users. The user behavior patterns may includeindividual ones of the actions, sets of actions, ordered sets ofactions, and/or multiple of the individual actions, the sets of actions,and the ordered set of actions. The performance information may includecounts of the user behavior patterns, time information of the userbehavior patterns, occurrence of the user behavior patterns, duration ofthe user behavior patterns, a time period over which the user behaviorpatterns occurred (e.g., over one week, over one month, over 100 hours,etc.), and/or other performance information. The time information mayinclude, by way of non-limiting example, time of day of the userbehavior patterns, day of the week of the user behavior patterns, dateof the user behavior patterns, successiveness of the user behaviorpatterns, whether it the user behavior patterns are a reaction, and/orother time information.

Within the instance(s) of the virtual space, for example, users maycontrol characters, objects, simulated physical phenomena (e.g., wind,rain, earthquakes, and/or other phenomena), and/or other elements withinthe virtual space to interact with the virtual space and/or each other.The user characters may include avatars. As used herein, the term “usercharacter” may refer to an object (or group of objects) present in thevirtual space that corresponds to an individual user. The user charactermay be controlled by the user with which it is associated.

User-controlled element(s) may move through and interact with thevirtual space (e.g., non-user characters in the virtual space, otherobjects in the virtual space). The user-controlled elements controlledby and/or associated with a given user may be created and/or customizedby the given user. The user may have an “inventory” of virtual goodsand/or currency (e.g., resources of the plurality of resource types)that the user can use (e.g., by manipulation of a user character orother user-controlled element, and/or other items) to perform (in-game)actions within the virtual space.

The users may participate in the instance of the virtual space bycontrolling one or more of the available user-controlled elements in thevirtual space. Control may be exercised through control inputs and/orcommands input by the users through client computing platforms 104. Theusers may interact with each other through communications exchangedwithin the virtual space. Such communications may include one or more oftextual chat, instant messages, private messages, voice communications,and/or other communications. Communications may be received and enteredby the users via their respective client computing platforms 104.Communications may be routed to and from the appropriate users throughserver(s) 102, game server(s) 132, and/or other sources.

Server(s) 102 may be configured by machine-readable instructions 106.Machine-readable instructions 106 may include one or more instructioncomponents. The instruction components may include computer programcomponents. The instruction components may include one or more of gamecomponent 108, information component 110, correlation component 112,utilization component 114, and/or other instruction components.

In some implementations, server(s) 102 may include one or morecomponents the same as or similar to game component 108 that may beconfigured to execute an instance of the online game and/or otherwiseperform some or all of the functionality of game component 108.

Electronic storage 128 may be configured to store information associatedwith the individual users and/or other information. The informationassociated with the individual users may include user information. Theuser information may include stated information previously provided bythe individual users, psychological profiles for the individual users,assignments of the individual users to individual ones of differentcohorts of users, and/or other information related to the individualusers.

The stated information previously provided by the users may be obtainedby a component the same as or similar to information component 110. Thestated information may include sets of answers to questions that relateto psychological attributes. The individual sets of answers may beprovided by individual ones of the users. In some implementations, gamecomponent 108 may be configured to effectuate, via graphical userinterfaces of the client computing platforms 104, presentation of thequestions. In some implementations, the stated information may includethe performances of the user behavior patterns. The performances of theuser behavior patterns may be executed by the individual ones of theusers within one or more various online games. In some implementations,the stated information may include communication information provided bythe individual ones of the users within the one or more various onlinegames. The communication information may include textual and/or verbalspeech entered and/or spoken, respectively, by the individual users. Thesets of answers, the performances of the user behavior patterns, thecommunication information, and/or other stated information may betransmitted via a network to the one or more processors (e.g.,information component 110) to determine sets of psychological parametervalues for the individual users. The sets of answers, the performancesof the user behavior patterns, the communication information, and/orother stated information may be indicative, facilitate prediction,and/or facilitate determination of one or more psychological parametervalues for the individual users.

The different cohorts may be associated with different psychologicalprofiles (of the individual users). A given psychological profile may bedefined by multiple psychological parameter values. The psychologicalparameter values of the individual users may be determined based on thestated information provided by the users. In some implementations, theindividual users may be associated with a plurality of psychologicalprofiles within other online games. The plurality of the psychologicalprofiles may be aggregated so that an aggregated psychological profileis generated and/or each of the plurality of the psychological profilesmay be updated to include psychological parameters values from otherones of the plurality of the psychological profiles. Thus, thepsychological profiles for the individual users may be based oncorrelating the performances of the user behavior patterns by theindividual users from various different online games (e.g., with a firstonline game, within a retail application, within a charitable website)with one or more particular psychological parameter values.

The users may be assigned to the different cohorts based on thepsychological parameter values of the individual users as described inco-pending U.S. application Ser. No. 16/854,660 entitled “SYSTEMS ANDMETHODS FOR ADAPTING USER EXPERIENCE IN A DIGITAL EXPERIENCE BASED ONPSYCHOLOGICAL ATTRIBUTES OF INDIVIDUAL USERS”, Attorney Docket No.01TT-064001, the disclosure of which is incorporated by reference in itsentirety herein.

The psychological parameter values may characterize, by way ofnon-limiting example, achievement motivation, motivation, personalityinventory, cultural values, competitiveness, positive and negativeaffect before, during, and/or after engagement with the online game(i.e., emotions), communication style, personal values, dailyroutines/activities, life/gaming pain points, life/gaming hopes andaspirations, wellbeing, user experience, gaming/experience using time,subscription behavior, affinity information, personality, emotionalstyle, goal orientation, goal commitment, ego and task orientation,relatedness, sense of community, social influence, social identity,group identification, we-identity, quality of life, satisfaction withlife, work-related quality of life, mindfulness, happiness, emotionalintelligence, self-awareness/internal awareness, external awareness,connectedness to nature, social connectedness, social bonding, perceivedstress, depression, anxiety, decision-making style, thinking style,critical thinking, cognitive approach to learning, learning style,attributional style, internality-externality, stability-instability,global-specific, creativity, curiosity, playfulness, exploration, mentalstrength, grit, flourishing, gratitude, inspiration, spirituality,hedonism, materialism/material values, perceptions, sentiments, and/orother psychological parameters.

Achievement motivation may include compensatory effort, competitiveness,confidence in success, dominance, eagerness to learn, engagement,fearlessness, flexibility, flow, goal setting, independence,internality, persistence, preference in difficult tasks, pride inproductivity, self-control, status orientation, ambition,self-assurance, and/or other psychological parameters. Motivation mayinclude mastery, purpose, autonomy, and/or other psychologicalparameters.

Personality inventory may include neuroticism, openness,conscientiousness, extraversion, and agreeableness and/or otherpsychological parameters. Neuroticism may include anxiety,impulsiveness, vulnerability, and/or other psychological parameters.Openness may include fantasy, feelings/empathy, action, and/or otherpsychological parameters. Conscientiousness may include achievementstriving, competence, self-discipline, and/or other psychologicalparameters. Extraversion may include warmth assertiveness, activity,and/or other psychological parameters. Agreeableness may include trust,altruism, modesty, and/or other psychological parameters.

Cultural values may include individualism, indulgence, long termorientation, masculinity, power distance, uncertainty avoidance, and/orother psychological parameters. Competitiveness may include avoidant,collaborative, competitive affectivity, dependent, dominant, generalcompetitiveness, independent, personal enhancement, and/or otherpsychological parameters.

Positive and negative affect before, during, and/or after engaging inthe online game may include hostility, joviality, negative emotions,positive emotions, sadness, self-assurance, and/or other psychologicalparameters. Communication style may include feeler, intuitor, sensor,thinker, and/or other psychological parameters.

Wellbeing may include social wellbeing, psychological wellbeing,physical wellbeing, physical activity, sleep, bounded reciprocity,resilience grit, and/or other psychological parameters.

Personality may include anger, hostility, depression,self-conscientiousness, excitement-seeking, positive emotions,gregariousness, ideas, values, aesthetics, tender-mindedness,straightforwardness, compliance, deliberation, order, dutifulness,and/or other psychological parameters.

Emotional style may include resilience, outlook, social intuition,self-awareness, sensitivity to context, attention, and/or otherpsychological parameters.

Goal orientation may include mastery approach/learning goal orientation,performance approach/performance goal orientation, performanceavoid/avoidance goal orientation, and/or other psychological parameters.

Work-related quality of life may include structure, boundaries, focus,efficiency, information provision, communication, psychological support,stress at/from work, psychological safety, connectedness with team,motivation to work, adaptability, job/career satisfaction, control atwork, home-work interface, general wellbeing, working conditions, and/orother psychological parameters.

Mindfulness may include observing, describing, acting with awareness,non-judgment, non-reactivity, and/or other psychological parameters.

Emotional intelligence may include emotion perception, emotionexpression, emotion management, emotion regulation, impulse control,relationships, stress management, and/or other psychological parameters.

Social connectedness may include social connectedness, loneliness,membership self-esteem, private self-esteem, public self-esteem identityself-esteem, interdependent self, independent self, social avoidance,social distress, and/or other psychological parameters.

Decision-making style may include respected, confident, spontaneous,dependent, vigilant, avoidant, brooding, intuitive, anxious, and/orother psychological parameters.

Thinking style may include intuitive, experiential, analytical,rational, and/or other psychological parameters.

Cognitive approaches to learning may include avoidant, participative,competitive, collaborative, dependent, independent, and/or otherpsychological parameters.

Learning style may include visual (spatial), aural (auditory-musical),verbal (linguistic), physical (kinesthetic), logical (mathematical),social (interpersonal), solitary (intrapersonal), and/or otherpsychological parameters.

Mental strength may include tenacity, confidence, optimism,adaptability, self-awareness, reliability, responsibility, well-being,and/or other psychological parameters.

Flourishing may include positive emotion, engagement, relationships,meaning, accomplishment, health, loneliness, and/or other psychologicalparameters.

By way of non-limiting example, the psychological parameter values ofthe psychological parameters may be a number score on a predeterminedrange unique to each psychological parameter, a letter score, and/orother type of value than may characterize a particular user as whole.

By way of non-limiting illustration, the user information may includeuser information for a first user. The user information for the firstuser may include stated information previously provided by the firstuser, a first psychological profile of the first user determined basedon the stated information, an assignment of the first user to a firstcohort based on the first psychological profile, and/or otherinformation related to the first user. The psychological profiles of theusers assigned to the first cohort may indicate strong presentation of afirst psychological parameter.

Information component 110 may be configured to obtain performanceinformation. The performance information may characterize performancesof the user behavior patterns by the individual users within the onlinegame.

By way of non-limiting example, the individual performances of userbehavior patterns may include a first performance of a first pattern bythe first user and other users assigned to the first cohort.

In some implementations, information component 110 may be configured tostore, to electronic storage 128, the information (e.g., userinformation, the performance information) associated with the individualusers.

Correlation component 112 may be configured to determine correlationsbetween individual ones of the performances of the user behaviorpatterns and individual ones of the psychological parameters.Determining the correlations may be based on the obtained performanceinformation (e.g., the user behavior patterns, relatively frequentperformance of the user behavior patterns), the assignments of the usersto the cohorts, commonalities in the psychological profiles of the userswithin the individual cohorts, the user information, and/or otherinformation. Commonalities in the psychological profiles of the usersmay include common psychological parameters with similar and/or closelysimilar psychological parameters values. In some implementations, thecommonalities in the psychological profiles of the users may includecommonalities between individual aggregated psychological profiles ofindividual users and/or commonalities between individual psychologicalprofiles with a particular online game of the individual users. In someimplementations, the individual psychological profiles with theparticular online game may include psychological parameters valuesdetermined from other psychological profiles within other online games.The correlations may be determined by Pearson correlation coefficientformula, linear correlation coefficient formula, sample correlationcoefficient formula, population correlation coefficient formula, machinelearning, and/or other formulas to determine the correlations.

It will be appreciated that the description herein of “correlations”between psychological parameters and user behavior patterns which arepositively correlated is not intended to be limiting, and that negativecorrelations between psychological parameters and user-behavior patternsare also contemplated, and may be included in the generic“correlations”. The determination of negative correlations may be madein cases where users assigned to a cohort or cohorts strongly presentinga psychological parameter avoid a specific user behavior pattern, and/orwhere users assigned to a cohort or cohorts that do not present thepsychological parameter perform the specific user behavior patternrelatively more (e.g., in frequency, total performances, etc.) thanusers assigned to the cohort or cohorts that strongly present thepsychological parameter.

As a result, by way of non-limiting illustration, a first correlationmay be determined between the first performance of the first pattern andthe first psychological parameter. The first correlation may be based onrelatively frequent performance of the first performance by the usersassigned to the first cohort and the psychological profiles of the usersassigned to the first cohort indicating strong presentation of the firstpsychological parameter. The relatively frequent performance of thefirst performance by the users assigned to the first cohort may beperformed more frequently than other user behavior patterns. In someimplementations, the other user behavior patterns may include a secondpattern performed by the users assigned to the first cohort (i.e., thesame cohort as the first performance). In some implementations, thesecond pattern may be performed by the users assigned to other ones ofthe different cohorts. As such, the first pattern (or first performancethereof) is performed more frequently than the second pattern.

In some implementations, the information associated with the individualusers (i.e., the user information), the correlations, and/or otherinformation may be communicated with game server(s) 132. Game server(s)132 may download, export, purchase, subscribe to, obtain in real-time,and/or other obtainments the information associated with the individualusers, the correlations, and/or other information.

In some implementations, utilization component 114 may be configured toadapt the online game for the individual users based on the determinedcorrelations. By way of non-limiting illustration, a first adaptation tothe online game may be made for the first cohort of users, including thefirst user. Thus, the presented view information (e.g., by gamecomponent 108) may include the adapted online game for the individualusers. The adaptations to the online game may be modifications to userexperiences for the users of the individual cohorts. Modifications tothe user experiences may result in a plurality of variations of anonline game. For example, based on the cohort that the first user isincluded in, a user experience of the online game may be orientedtowards a storytelling experience versus a competition experience. Forexample, based on the determined psychological parameter values of aparticular user, the user experience (e.g., storyline path, encounteredopponents, virtual content, etc.) may be modified to be unique to theparticular user. The adaptations to the online game may be modificationsto the appearance and/or aesthetic of the online game. For example,based on the cohort that the second user is included in, the theme(e.g., brightness, colors, size, etc.) and/or time of day (e.g.,lighting of background) of the online game may be modified. Theadaptations may be are designed to enhance prospective usage of theonline game by the users.

By way of non-limiting example, the adaptations may include one or moreof a recommendation, a suggestion, an adjusted difficulty setting, apiece of game content made available, an omission of game content, meansof communication, a communication, an offer to sell one or more virtualitems made available, an adjustment of an offer to sell one or morevirtual items, an offer to sell bundles or packages of virtual items,development of skills/abilities at a slower or faster rates, means ofobtainment of game content, user matching, toxic user detection, and/orother adaptations.

Adapting the recommendations may include adjusting a particularselection and/or action, determined based on their cohort, that the useris advised to select and/or do. Adapting the suggestions may includeadjusting particular ideas, plans, and/or strategies for the user toconsider executing, following, and/or is determined they will enjoy. Theadjusted difficulty setting may adjust how challenging one or moreaspects of the online game are. The suggestions and/or recommendationsmay be adapted such that non-player characters may provide differentguidance based on the cluster and/or the cohort and/or Pop-ups directingthe user to content can be adapted based on based on the cluster and/orthe cohort.

By way of non-limiting example, adjusting difficulty settings mayinclude adjusting how challenging the online game as a whole is, howchallenging particular tasks are (e.g., building, battling, problemsolving, etc.), how challenging it is to complete one or more levels,adjusting how challenging it is to complete a level with everyadvancement of a level, and/or other difficulty setting adjustments.

The virtual content may include the game content. The game content madeavailable or omitted by adaptations may include game content that isprovided to a user when performing actions within the online game suchas exploring a map, researching a technology or skill, purchasing anitem within the online game, completing an achievement within the onlinegame, and/or other information. Such game content (or pieces thereof)may include one or more of a player-controlled character, anon-player-controlled character, a task, a quest, an assignment, amission, a level, a chapter, a mini-game, a virtual item, a virtualresource (e.g., weapon, tool), of in-game powers, in-game skills,in-game technologies, and/or other pieces of game content. By way ofnon-limiting example, virtual items may include one or more of clothing,pets, transportation units (e.g., aircrafts, motor vehicles,watercrafts, etc.), units, buildings, and/or other virtual items.

Adapting the means of communication may include adjusting the means ofcommunication made available to be used contemporaneously, madeavailable to be used one at a time, omitted, and/or other adjustments onmeans of communication. The means of communication may include one ormore of a textual chat, instant messages, private messages, voicecommunications, video communications, in-game communication, out-of-gamecommunication, hybrid communication (i.e., in-game and out-of-game),and/or other means of communication. Adapting the communication mayinclude adjusting when communications (e.g., messages, calls) are sent,when communications are received, to whom communications are sent, fromwhom communications are received, and/or other adjustments oncommunications.

Adjusting the offer to sell one or more virtual items made available mayadjust the price (e.g., money, coins, tokens, stars, etc.) the usersmust pay for the one or more virtual items or other game content.Adjusting the offer to sell one or more virtual items may adjust whichvirtual items or game content may be offered to the users to purchase.The offer to sell bundles or packages of virtual items may includeadjusting the bundles available for purchase in an online store for thegame, and/or a bundle being provided to the user at the beginning of anonline game. These adjustments may also include the items includedtogether, the prices of items and other related characteristics.

The means of obtainment of the game content may include by discovery(e.g., exploring a map, in-game research of techs or skills onlyavailable to certain users, and/or other discovery), unlocking (e.g.,through purchase), achievement (e.g., reward for a quest, an item dropfor a boss kill, other PvE activities), and/or other means ofobtainment.

Adapting user matching may include more accurately matching users forsocial circumstances, for competition circumstances, and/or othercircumstances. Adapting user matching for competition circumstances maybe further adapted for various competition styles. Competition stylesmay include individual racing, group efforts, group racing, friendlycompetitions, high intensity competitions, and/or other competitionstyles.

Adapting toxic user detection may include adapting which individualusers or types of users based on their corresponding group and/or cohortmay be detected and indicated as toxic (e.g., offensive, harmful,dangerous) to a particular user and/or the online game as a whole.

Adapting the online game may include one or more modifications to theappearance, aesthetic, and/or other user interface presentations of theonline game. By way of non-limiting example, user interfacepresentations may include one or more of colors, layout, landscape,animations, fonts, font sizes, shapes, user interface elements, and/orother user interface presentations. User interface elements may beconfigured to facilitate user interaction with a user interface, userentry, and/or selection. By way of non-limiting illustration, the userinterface elements may include one or more of text input fields, dropdown menus, check boxes, display windows, virtual buttons, and/or otheruser interface elements.

In some implementations, adaptations to the online game may be made forindividual users without the individual users being grouped into acluster and/or cohort. Thus, such adaptations may be unique to theparticular user.

In some implementations, utilization component 114 may be configured toassign individual unstated users to individual cohorts. The assignmentmay be based on performance of user behavior patterns of the individualunstated users, the determined correlations, and/or other information.The users exhibiting user behavior patterns within the online game mayinclude the unstated users. The unstated users may have not providedstated information that determines psychological parameter valuesassociated with the users. Thus, the unstated users may not havepsychological profiles defined by the psychological parameter values. Byway of non-limiting illustration, the unstated users may include asecond user. The second user may be assigned to the first cohort basedon a second performance of a second pattern by the second user and thefirst correlation.

In some implementations, upon assignment of the individual unstatedusers to the individual cohorts, information component 110 may beconfigured to obtain the performance information that characterizesperformances of user behavior patterns by the individual unstated users.In some implementations, utilization component 114 may be configured toeffectuate information component 110 to perform such obtainment upon theassignment of the individual unstated users to the individual cohorts.The determining of the correlations (by correlation component 112) maybe based on the obtained performances of user behavior patterns by theindividual unstated users. In some implementations, the determining ofcorrelations may be based on the obtained performances of user behaviorpatterns by the individual unstated users and/or the obtainedperformances of the user behavior patterns by individual users whom haveprovided the stated information. including the second performance

By way of non-limiting illustration, upon assignment of the second userto the first cohort, the second performance may be obtained. Thedetermination of the correlations may be based on the secondperformance, the first performance, and/or other performances of userbehavior patterns by individual users within the online game.

FIG. 3 illustrates an example implementation for correlating userbehavior patterns within an online game with psychological attributes ofusers exhibiting the user behavior patterns, in accordance with one ormore implementations. FIG. 3 illustrates cohort 300. Cohort 300 includesusers 302 a, 302 b, and 302 c. Users 302 a, 302 b, and 302 c areassociated with psychological profiles (e.g., Profile 1, Profile 2, andProfile 3, respectively) that define psychological parameter values ofthe users. Users 302 a, 302 b, and 302 c may perform user behaviorpatterns within an online game. For example, user 302 a may performbehaviors W and X, user 302 b may perform behaviors X and Y, and user302 c may perform behaviors X and Z. Based on the assignments of users302 a, 302 b, and 302 c to cohort 300, the user behavior patterns, andcommonalities in psychological profiles (e.g., Parameter A), acorrelation 304 between Parameter A and behavior X may be determined.

FIG. 4 illustrates an example implementation for correlating userbehavior patterns within an online game with psychological attributes ofusers exhibiting the user behavior patterns, in accordance with one ormore implementations. FIG. 4 illustrates utilization implementation 400.Utilization implementation 400 may include an unstated user 402 whom hasperformed user behavior patterns (e.g., behavior W and behavior X).Unstated user 402 may not have a psychological profile that is definedby psychological parameter values. Upon obtainment of the user behaviorpatterns of user 304 and the determined correlations (e.g., correlation304 between Behavior X and Parameter A of FIG. 3 ), user 402 may beassigned to cohort 300 (of FIG. 3 ) alongside users 302 a, 302 b, and302 c. Correlation 304 may infer that user 402 and users 302 a, 302 b,and 302 c may have a commonality between psychological attributes (e.g.,Parameter A), and thus user 402 may be assigned to and/or fit best withcohort 300.

In some implementations, server(s) 102, client computing platform(s)104, game server(s) 132, and/or external resources 126 may beoperatively linked via one or more electronic communication links. Forexample, such electronic communication links may be established, atleast in part, via a network such as the Internet and/or other networks.It will be appreciated that this is not intended to be limiting, andthat the scope of this disclosure includes implementations in whichserver(s) 102, client computing platform(s) 104, game server(s) 132,and/or external resources 126 may be operatively linked via some othercommunication media.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program components. The computer programcomponents may be configured to enable an expert or user associated withthe given client computing platform 104 to interface with system 100and/or external resources 126, and/or provide other functionalityattributed herein to client computing platform(s) 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

External resources 126 may include sources of information outside ofsystem 100, external entities participating with system 100, and/orother resources. In some implementations, some or all of thefunctionality attributed herein to external resources 126 may beprovided by resources included in system 100.

Server(s) 102 may include electronic storage 128, one or more processors130, and/or other components. Server(s) 102 may include communicationlines, or ports to enable the exchange of information with a networkand/or other computing platforms. Illustration of server(s) 102 in FIG.1 is not intended to be limiting. Server(s) 102 may include a pluralityof hardware, software, and/or firmware components operating together toprovide the functionality attributed herein to server(s) 102. Forexample, server(s) 102 may be implemented by a cloud of computingplatforms operating together as server(s) 102.

Electronic storage 128 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 128 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server(s)102 and/or removable storage that is removably connectable to server(s)102 via, for example, a port (e.g., a USB port, a firewire port, etc.)or a drive (e.g., a disk drive, etc.). Electronic storage 128 mayinclude one or more of optically readable storage media (e.g., opticaldisks, etc.), magnetically readable storage media (e.g., magnetic tape,magnetic hard drive, floppy drive, etc.), electrical charge-basedstorage media (e.g., EEPROM, RAM, etc.), solid-state storage media(e.g., flash drive, etc.), and/or other electronically readable storagemedia. Electronic storage 128 may include one or more virtual storageresources (e.g., cloud storage, a virtual private network, and/or othervirtual storage resources). Electronic storage 128 may store softwarealgorithms, information determined by processor(s) 130, informationreceived from server(s) 102, information received from client computingplatform(s) 104, information determined by processor(s) 120, informationreceived from game server(s) 132, and/or other information that enablesserver(s) 102 to function as described herein.

Processor(s) 130 may be configured to provide information processingcapabilities in server(s) 102. As such, processor(s) 130 may include oneor more of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor(s) 130 is shown in FIG. 1 asindividual single entity, this is for illustrative purposes only. Insome implementations, processor(s) 130 may include a plurality ofprocessing units. These processing units may be physically locatedwithin the same device, or processor(s) 130 may represent processingfunctionality of a plurality of devices operating in coordination.Processor(s) 130 may be configured to execute components 110, 112,and/or 114, and/or other components. Processor(s) 130 may be configuredto execute components 110, 112, and/or 114, and/or other components bysoftware; hardware; firmware; some combination of software, hardware,and/or firmware; and/or other mechanisms for configuring processingcapabilities on processor(s) 130. As used herein, the term “component”may refer to any component or set of components that perform thefunctionality attributed to the component. This may include one or morephysical processors during execution of processor readable instructions,the processor readable instructions, circuitry, hardware, storage media,or any other components.

It should be appreciated that although components 110, 112, and/or 114are illustrated in FIG. 1 as being implemented within a singleprocessing unit, in implementations in which processor(s) 130 includesmultiple processing units, one or more of components 110, 112, and/or114 may be implemented remotely from the other components. Thedescription of the functionality provided by the different components110, 112, and/or 114 described below is for illustrative purposes, andis not intended to be limiting, as any of components 110, 112, and/or114 may provide more or less functionality than is described. Forexample, one or more of components 110, 112, and/or 114 may beeliminated, and some or all of its functionality may be provided byother ones of components 110, 112, and/or 114. As another example,processor(s) 130 may be configured to execute one or more additionalcomponents that may perform some or all of the functionality attributedbelow to one of components 110, 112, and/or 114.

Game server(s) 132 may include one or more processors 120, electronicstorage, and/or other components. Game server(s) 132 may includecommunication lines, or ports to enable the exchange of information witha network and/or other computing platforms. Illustration of gameserver(s) 132 in FIG. 1 is not intended to be limiting. Game server(s)132 may include a plurality of hardware, software, and/or firmwarecomponents operating together to provide the functionality attributedherein to game server(s) 132. For example, game server(s) 132 may beimplemented by a cloud of computing platforms operating together as gameserver(s) 132.

In some implementations, game server(s) 132 may include an electronicstorage similar to electronic storage 128 that may store softwarealgorithms, information determined by processor(s) 130, informationreceived from server(s) 102, information received from client computingplatform(s) 104, information determined by processor(s) 120, informationreceived from game server(s) 132, and/or other information that enablesgame server(s) 132 to function as described herein.

Processor(s) 120 may be configured to provide information processingcapabilities in game server(s) 132. As such, processor(s) 120 mayinclude one or more of a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information. Althoughprocessor(s) 120 is shown in FIG. 1 as individual single entity, this isfor illustrative purposes only. In some implementations, processor(s)120 may include a plurality of processing units. These processing unitsmay be physically located within the same device, or processor(s) 120may represent processing functionality of a plurality of devicesoperating in coordination. Processor(s) 120 may be configured to executecomponents 108, and/or other components (e.g., components 110, 112,and/or 114). Processor(s) 120 may be configured to execute components108, and/or other components by software; hardware; firmware; somecombination of software, hardware, and/or firmware; and/or othermechanisms for configuring processing capabilities on processor(s) 120.

It should be appreciated that the description of the functionalityprovided by component 108 described below is for illustrative purposes,and is not intended to be limiting, as component 108 may provide more orless functionality than is described.

In some implementations, some or all of the functionality of one or moreof components 108, 110, 112, and/or 114 will be attributed to server(s)102, game server(s) 132, can be shared amongst both server(s) 102 andgame server(s) 132, can implemented amongst servers or sub servers,and/or variations thereof.

For example, and some or all functionality of component 108 may beprovided by other ones of components 110, 112, and/or 114 of server(s)102 or be executed by server(s) 102 as opposed to game server(s) 132. Asanother example, processor(s) 120 may be configured to execute one ormore additional components that may perform some or all of thefunctionality attributed below to one of components 108, 110, 112,and/or 114.

FIG. 2 illustrates a method 200 to correlate user behavior patternswithin an online game with psychological attributes of users exhibitingthe user behavior patterns, in accordance with one or moreimplementations. The operations of method 200 presented below areintended to be illustrative. In some implementations, method 200 may beaccomplished with one or more additional operations not described,and/or without one or more of the operations discussed. Additionally,the order in which the operations of method 200 are illustrated in FIG.2 and described below is not intended to be limiting.

In some implementations, method 200 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 200 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 200.

An operation 202 may include storing, in electronic storage, informationassociated with the individual users including the user information.Operation 202 may be performed by one or more hardware processorsconfigured by machine-readable instructions including a component thatis the same as or similar to electronic storage 128 and informationcomponent 110, in accordance with one or more implementations.

An operation 204 may include obtaining performance information thatcharacterizes performances of user behavior patterns by the individualusers within the online game. The client computing platforms may beassociated with the users. Operation 204 may be performed by one or morehardware processors configured by machine-readable instructionsincluding a component that is the same as or similar to informationcomponent 110, in accordance with one or more implementations.

An operation 206 may include determining correlations between individualones of the performances of the user behavior patterns and individualones of the psychological parameters. The determination may be based onthe obtained user behavior patterns, the assignments of the users to thecohorts, and commonalities in the psychological profiles of the userswithin the individual cohorts. Operation 206 may be performed by one ormore hardware processors configured by machine-readable instructionsincluding a component that is the same as or similar to correlationcomponent 112, in accordance with one or more implementations.

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. A system configured to correlate user behaviorpatterns within an online game with psychological attributes of usersexhibiting the user behavior patterns, the system comprising: electronicstorage configured to store user information for individual users anddifferent cohorts that the user are assigned to, wherein the userinformation include individual psychological profiles for the users,wherein the different cohorts are associated with differentpsychological profiles, wherein a given psychological profile is definedby multiple psychological parameter values to psychological parameters,such that first user information for a first user and a first cohortthat the first user is assigned to is stored, wherein the psychologicalprofiles of the users assigned to the first cohort indicate strongpresentation of a first psychological parameter; and one or moreprocessors configured by machine-readable instructions to: obtainperformance information that characterizes performances of user behaviorpatterns by the users within the online game, wherein the user behaviorpatterns include consecutive actions of the users within the onlinegame, with other ones of the users within the online game, and/or withcontent within the online game, wherein the performances of userbehavior patterns include a first performance of a first behaviorpattern by the users of the first cohort, including the first user;determine correlations between individual ones of the performances ofthe user behavior patterns and individual ones of the psychologicalparameters based on (i) the obtained user behavior patterns, and (ii)commonalities in the user information of the users, such that a firstcorrelation is determined between the first performance of the firstbehavior pattern and the first psychological parameter based onrelatively frequent performance of the first behavior pattern by theusers assigned to the first cohort and the indication of the strongpresentation of the first psychological parameter of users of the firstcohort; and adapt the online game for the individual users based on thedetermined correlations such that a first adaptation to the online gameis made for the users of the first cohort, including the first user,based on the first correlation.
 2. The system of claim 1, wherein thecorrelations determined based on the commonalities of the userinformation include a commonality in the cohorts that the users areassigned to.
 3. The system of claim 1, wherein the first adaptationincludes one or more of a recommendation, a suggestion, an adjusteddifficulty setting, a piece of game content made available, an omissionof game content, means of communication, a communication, an offer tosell one or more virtual items made available, an adjustment of an offerto sell one or more virtual items, matching users for particularcircumstances, detecting toxic users, and/or adjusted presentation of auser interface.
 4. The system of claim 1, wherein the one or moreprocessors are further configured to: assign individual unstated usersto individual cohorts based on their performance of the user behaviorpatterns and the determined correlations, wherein the user informationstored to the electronic storage for the unstated users do not havepsychological profiles defined by the psychological parameter values tothe psychological parameters, the unstated users including a second usersuch that the second user is assigned to the first cohort based on asecond performance of the first behavior pattern by the second user andthe first correlation.
 5. The system of claim 4, wherein the one or moreprocessors are further configured to: upon assignment of the individualunstated users to the individual cohorts, obtain the performanceinformation for the individual unstated users such that upon assignmentof the second user to the first cohort, the second performance and otherperformances of the user behavior patterns are obtained, wherein thedetermining of the correlations is based on the obtained performances ofthe user behavior patterns by the individual unstated users includingthe second performance.
 6. The system of claim 1, wherein theconsecutive actions performed by the users are ordered.
 7. The system ofclaim 1, wherein the actions include one or more of a purchase, a sale,a trade, a selection of a user interface element, time spent on aparticular user interface, time of a session of the online game,engagement with virtual content, communication of the users withparticular users, completion of tasks by the users, uncompletion tasksby the users, failure of tasks by the users, frequent interaction withcontent of the users, and/or formation of alliances by the users.
 8. Thesystem of claim 1, wherein the first psychological profile is includedin the first user information for the first user.
 9. The system of claim1, wherein the relatively frequent performance of the first behaviorpattern by the users assigned to the first cohort is performed morefrequently than other ones of the user behavior patterns.
 10. The systemof claim 9, wherein the other user behavior patterns include a secondbehavior pattern performed by the users assigned to the first cohort.11. The system of claim 9, wherein the other user behavior patternsinclude a second behavior pattern performed by the users assigned toother ones of the different cohorts.
 12. The system of claim 1, whereinthe one or more processors are further configured to: execute aninstance of the online game and implementing the instance of the onlinegame by receiving and executing commands, wherein the commands arereceived from the users through client computing platforms associatedwith the users, wherein the users include the first user, whereinexecution of the commands facilitates interactions between the usersand/or content within the online game, wherein implementing the instanceof the online game includes determining individual view information forpresentation of the online game to the users on the client computingplatforms; and present the individual view information of the onlinegame to the users, such that the presented view information includes theadapted online game for the individual users.
 13. A method to correlateuser behavior patterns within an online game with psychologicalattributes of users exhibiting the user behavior patterns, the methodcomprising: storing, in electronic storage, user information forindividual users and different cohorts that the user are assigned to,wherein the user information include individual psychological profilesfor the users, wherein the different cohorts are associated withdifferent psychological profiles, where a given psychological profile isdefined by multiple psychological parameter values to psychologicalparameters, such that first user information for a first user and afirst cohort that the first user is assigned to is stored, wherein thepsychological profiles of the users assigned to the first cohortindicate strong presentation of a first psychological parameter;obtaining performance information that characterizes performances ofuser behavior patterns by the users within the online game, wherein theuser behavior patterns include consecutive actions of the users withinthe online game, with other ones of the users within the online game,and/or with content within the online game, wherein the performances ofuser behavior patterns include a first performance of a first behaviorpattern by the users of the first cohort, including the first user;determining correlations between individual ones of the performances ofthe user behavior patterns and individual ones of the psychologicalparameters based on (i) the obtained user behavior patterns, and (ii)commonalities in the user information of the users, such that a firstcorrelation is determined between the first performance of the firstbehavior pattern and the first psychological parameter based onrelatively frequent performance of the first behavior pattern by theusers assigned to the first cohort and the indication of the strongpresentation of the first psychological parameter of users of the firstcohort; and adapting the online game for the individual users based onthe determined correlations such that a first adaptation to the onlinegame is made for the users of the first cohort, including the firstuser, based on the first correlation.
 14. The method of claim 13,wherein the correlations determined based on the commonalities of theuser information include a commonality in the cohorts that the users areassigned to.
 15. The method of claim 13, further comprising: assigningindividual unstated users to individual cohorts based on theirperformance of user behavior patterns and the determined correlations,wherein the user information stored to the electronic storage for theunstated users do not have psychological profiles defined bypsychological parameter values to the psychological parameters, theunstated users including a second user such that the second user isassigned to the first cohort based on a second performance of the firstbehavior pattern by the second user and the first correlation.
 16. Themethod of claim 15, further comprising: upon assignment of theindividual unstated users to the individual cohorts, obtaining theperformance information for the individual unstated users such that uponassignment of the second user to the first cohort, the secondperformance and other performances of the user behavior patterns areobtained, wherein the determining of the correlations is based on theobtained performances of the user behavior patterns by the individualunstated users including the second performance.
 17. The method of claim13, wherein the consecutive actions performed by the users are ordered.18. The method of claim 13, wherein the relatively frequent performanceof the first behavior pattern by the users assigned to the first cohortis performed more frequently than other one of the user behaviorpatterns.
 19. The method of claim 18, wherein the other user behaviorpatterns include a second pattern performed by the users assigned to thefirst cohort.